Nevermind, I think I have it. Notepad all the way for any future readers, including myself if I forget. I didn't happen to catch that notepad had a replace feature which I had thought was only in word and wordpad. Oops .
Nevermind, I think I have it. Notepad all the way for any future readers, including myself if I forget. I didn't happen to catch that notepad had a replace feature which I had thought was only in word and wordpad. Oops .
Hey everyone, first of all great tutorial!
I've been having trouble getting my edits of the EDU file to translate into the actual game. I've added the [io]
file_first=true to the prefrence file and changed it back to read only and still no changes! Does anyone have an idea of what could be causing it?
Great tutorial but I would like to add something about the 'ship' line. A 'light warship' cannot sail in deep water but a 'heavy warship' can. So a heavy warship (eg Carrack) can sail across the deep water to America but a light warship (eg Dhow) cannot. I have not tested the effects of 'flagship'.
Edit I noticed a major error. You claim that the unit after the 'soldier' is how the unit looks, however that is determined entirely by the armour upgrades. This entry tells M2TW which animations to use (in this case the Swiss_Pikemen's animations). So if you replaced the Swiss_Pikemen with Javelinmen the unit would throw it's pike, rather than look like a Javelinman.
Last edited by uanime5; January 16, 2010 at 06:19 PM.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
First of all great tut! But I have a question.
I dont know if this belongs here or in TATW as a new thread but I wanted to put Aragorn, Legolas, and Gimli as one unit.
In the officer line in edu for TATW I put:
officer aragorn
officer legolas
officer gimli
I wanted to know that this format is correct. Also will the unit be given a model at the start of the battle? Here is all the code:
I have tested this with the code battle_model aragorn, battle_model legolas, battle_model gimli. Here is what I put in my historical battle as a test:Code:type Three_Hunters_Bodyguard dictionary Gondor_Infantry_Bdg ; Gondor Infantry Bodyguard, Exceptional category infantry class heavy voice_type Heavy banner faction main_infantry banner holy crusade soldier Dismounted_Chivalric_Knights, 16, 0, 1.275 officer aragorn officer legolas officer gimli attributes sea_faring, hide_forest, very_hardy, can_withdraw, no_custom, general_unit formation 1.2, 0, 2.4, 2.4, 4, square stat_health 1, 3 stat_pri 9, 4, no, 0, 0, melee, melee_blade, piercing, sword, 0, 1 stat_pri_attr no stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1 stat_sec_attr no stat_pri_armour 12, 9, 5, metal stat_sec_armour 0, 0, flesh stat_heat 5 stat_ground -1, -2, 0, -3 stat_mental 17, disciplined, highly_trained, lock_morale stat_charge_dist 6 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 650, 200, 75, 75, 650, 4, 100 armour_ug_levels 4, 5 armour_ug_models gondor_infantry ownership sicily era 0 sicily era 1 sicily era 2 sicily recruit_priority_offset 65
faction sicily
I know for a fact that alone battle_model aragorn will work (its tested). When the battle starts there are three to four invisible models with shadows on the ground... I really want to be able to do this so as to save space for my other historical battle (max 8 armies I had about 10).Code:character Aragorn, named character, male, age 30, x 242, y 127, battle_model aragorn, battle_model legolas, battle_model gimli army unit Three_Hunters_Bodyguard soldiers 50 exp 0 armour 0 weapon_lvl 0 unit Mounted Rangers soldiers 10 exp 0 armour 0 weapon_lvl 0 unit Three_Hunters_Bodyguard soldiers 10 exp 0 armour 0 weapon_lvl 0
Last edited by drogoth232; February 10, 2010 at 07:21 PM.
Hi
I would know how determin the ammunition that have a unit?number of javelin, arrow....
Thanks
do you have to unpack yuor game to edit the files?
For the sake of completeness one should add the stat_stl line that can be put after stat_cost.
It's used to define for each unit the minimum size for it to be considered "alive".
You can add this to whatever values best suit your mod - I'm experimenting in the hope of finding a way to reduce the number of itty-bitty armies that litter the campaign map,
slowing things down as the AI wastes time chasing them down to finally destroy them.
will have to wait and see how well it works but in my first battle I was defeated by rebels and had 10 spear militia, 11 levy archers and 16 fyrd spearmen survive the actual battle.
But not the aftermath - simply disappeared, which is about right with min values of 15, 20, 20 respectively.
(I'm thinking of what the minimum number a unit would need to be to make a difference in any major engagement.)
From what I've seen so far this only kicks in after a battle, if you army survives and you merge units and get a tiny number of men in some units left over they stay alive, so you can rebuild them.
Hi.
A little addition to the tutorial, because I've played around with this one a lot and experienced the effects quite well I think:
power_charge: This improves the charging ability as if the unit had more mass. They penetrate deeper and the charge duration is lenghtened a bit. Especially powerful for cav; for infantry you nearly don't see it as long as the unit has no overpower mass value.
Thx and keep up,
confuzed dsherman
"Do you want Total War?"
I have a problem, I make my rocket launcher unit have 4 peices and increase it ammunition from 108(orriginal) to 1000. But then they only fire at the enemy once or twice, and not even all together, some of them just reload or stand there, And the ammo doesn't seem to be increased at all when I set the number of roket launcer back to 2.
Do i have to change a few more things so they can shoot continously and what is the maximum number of ammo an artillary unit can have.
An interesting discussion on this subject took place Here.
You're right, it apparently doesn't affect weapon preference on dual melee weapon units.
Relevant in places but irrelevant in others. This is one of those places where it's irrelevant.
As far as I know, we, as a modding community, are still clueless about what 'skeleton compensation' does.
Last edited by Taiji; August 11, 2010 at 11:27 AM.
"ownership – Basically, you can list factions or cultures here. Any faction or culture listed here can purchase the unit in “All” era custom battles. In addition, if you try to give a faction the ability to train a unit without giving it ownership, it will not work."
And yet...it doesnt work. Atleast not where im sitting. Works fine in RTW however even with a fully patched and unpacked M2TW it doesnt...why?
The whole world is in chess. Any move can be the death of you.
Baldwin IV
Incorrect in M2TW as far as I know. You need to list the faction in the area line(s) below the ownership for that. Example:"ownership – Basically, you can list factions or cultures here. Any faction or culture listed here can purchase the unit in “All” era custom battles. In addition, if you try to give a faction the ability to train a unit without giving it ownership, it will not work."
type Armored Swordsmen
dictionary Armored_Swordsmen ; Armoured Swordsmen
category infantry
class heavy
voice_type Heavy
banner faction main_infantry
...
armour_ug_models Armored_Swordsmen, Armored_Swordsmen_ug1
ownership england, slave
era 1 england
era 2 england
;unit_info 13, 0, 22
Are you using file_first?
Setting up io.file_first
with a text editor add the following to the top of medieval2.preference, this file might be set as read only so remove this attribute make your changes and make sure you reenable it or the game will set it back to its default setting.
[io]
file_first = true
The easy way to check it's working is to give the ownership of a mercenary unit (Mercenary Frankish Knights as an example) to a specific faction and try a custom battle, it should be available at the bottom of the unit roster.
Yeah, I believe Gigantus is right.
Last edited by Moon; August 14, 2010 at 06:34 AM.